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Abstract:

A puzzle-based game system and method, having at least one risk element
(e.g., wagering), is provided, enabling players to compete in a
puzzle-based game of skill utilizing a system of risk-element-based
rules, that are applied in a predetermined manner to: first partition a
set of puzzles into a predefined plurality of puzzle elements, thereafter
"dealing" the puzzle elements sequentially in a "round by round"
sequence, and enabling, during at least a portion of the total game
rounds, each player to selectively take one or more predefined risk-based
actions (such as placing a wager), during a predefined time in each
"risk" (e.g., wagering) round. The inventive system and method may also
include an optional system and method enabling provision and management
of dynamic online game environments and related infrastructures
advantageously usable in plural multi-player online games having social
interaction and competitive aspects, and utilizing virtual currency, with
optional educational applications.

Claims:

1. A game method, at least partially implemented in a data processing
system, for enabling a plurality of players to compete in a gameplay
session, over a plurality of time-limited rounds, puzzle-based game,
comprising a plurality of puzzle components each comprising a plurality
of puzzle elements selected from the group consisting of pattern-matching
puzzles and pattern-completion puzzles, each plural puzzle component
having a respective predefined solution determinable by the plural
players during gameplay in accordance with at least one corresponding
predefined solution determination path, and further comprising at least
one predefined scoring rule for correlating, for each plural puzzle
component, the degree of progress made along the at least one
corresponding predefined solution determination path toward determination
of the respective predefined solution thereof during each particular
plural round, to a corresponding puzzle solution score, the game method,
comprising the steps of: (a) providing, by the data processing system, at
a start of each plural round of the gameplay session, at least one plural
puzzle component selected from the plurality of puzzle components, to
each corresponding plural player, wherein each said provided at least one
plural puzzle component comprises plural puzzle elements that are common
to respective plural puzzle elements of other at least one plural puzzle
components provided to each said other corresponding plural player, and
wherein each said provided at least one plural puzzle component is
selected such that the respective predefined solution thereof is the same
for all corresponding plural players; (b) enabling, by the data
processing system, each plural player to place a wager, at the onset of
each plural round; (c) enabling, by the data processing system during
each round of the gameplay session and until a conclusion thereof, each
plural player to interact with their corresponding assigned at least one
plural puzzle component, to select a particular at least one
corresponding predefined solution determination path, and to progress
toward determination of the corresponding predefined solution thereof by
solving at least a portion of said plural puzzle elements thereof; (d)
determining, prior to conclusion of the gameplay session, for each plural
round thereof, by the data processing system in accordance with the at
least one predefined scoring rule, each said plural round's puzzle
solution score for each plural player that placed a wager at said step
(b) previously performed during said plural round; and (e) determining at
a conclusion of a last plural round of the gameplay session, by the data
processing system, a total session score for each plural player that
placed said wagers at previous performances of said step (b) during
previous plural rounds, by calculating a sum total of said plural
player's puzzle solution scores received during the gameplay session.

2. The game method of claim 1, further comprising, a step of: (f) after
said step (d), consolidating said plural wagers placed during performance
of said step (b) during each plural round into a common gameplay award
pool.

3. The game method of claim 2, further comprising, a step of: (g) after
said step (e), comparing said total session scores, and identifying a
particular plural player having a highest total session score as a
gameplay session winner and (h) awarding at least a portion of said
common gameplay pool to said gameplay session winner.

4. The game method of claim 2, further comprising, as a prerequisite for
participation in said gameplay session, a step of: (i) requiring each
plural player to provide, into said common gameplay award pool, a
predetermined ante wager.

5. The game method of claim 1, wherein each plural pattern-matching
puzzle component comprises a word search puzzle, and wherein each
corresponding plurality of puzzle elements of each plural
pattern-matching puzzle component, comprises a plurality of predefined
words hidden in a particular pattern selected from a plurality of
possible patterns.

6. The game method of claim 1, wherein each plural pattern-matching
puzzle component comprises a sudoku-type puzzle, and wherein each
corresponding plurality of puzzle elements of each plural pattern
matching puzzle component, comprises a plurality of predefined
sudoku-type grid positions in a particular pattern, selected from a
plurality of possible patterns.

7. The game method of claim 1, wherein the plural puzzle components each
comprise a combination of both pattern-completion and pattern-matching
properties forming a plural combination component, wherein each said
plural combination component comprises a crossword-type puzzle, and
wherein each corresponding plurality of puzzle elements of each plural
crossword-type puzzle game component, comprises a plurality of predefined
word answers positioned in a particular pattern, selected from a
plurality of possible patterns.

8. The game method of claim 1, further comprising the step of: (j) during
performance of said step (c) during at least one plural round of the
plurality of gameplay rounds, concealing from each said player, gameplay
progress toward puzzle solution determination of all other plural
players.

9. The game method of claim further comprising the step of: (k) during
performance of said step (c) during at least one plural round of the
plurality of gameplay rounds, partially concealing from each said player,
gameplay progress toward puzzle solution determination of all other
plural players.

10. A game method, at least partially implemented in a data processing
system, for enabling a plurality of players to compete, over a plurality
of rounds, in a puzzle-based game comprising at least one puzzle
component, each having a corresponding solution, the game method
comprising the steps of: (a) providing at a start of a round of a
gameplay session, by the data processing system, each at least one puzzle
component to a corresponding plural player; (b) enabling, by the data
processing system during said round of said gameplay session and until a
conclusion thereof, each plural player to interact with their
corresponding assigned at least one puzzle component, to progress toward
determination of the corresponding solution thereof; (c) determining, by
the data processing system in accordance with at least one predefined
scoring rule, a score value for each plural player representative of
their progress toward a successful determination of said at least one
solution during said round of said gameplay session; (d) enabling, after
said step (c) each plural player to elect to remain an active player and
continue playing in said gameplay session, by engaging in at least one
predefined permitted risk-based action, or to exit said gameplay session
otherwise; (e) repeating, said steps (a) to (d) for each said active
player, until a gameplay session conclusion criteria is met, and
thereafter proceeding to a step (f); and (f) determining, at a conclusion
of said gameplay session, at least one game winner from said remaining
active players, having an accumulated highest total score value over said
gameplay session.

11. The game method of claim 10, wherein at least a portion of the plural
rounds of said gameplay session comprise a corresponding predefined time
duration.

12. The game method of claim 10, further comprising the step of: (g)
after said step (c), and before said step (d), displaying, by the data
processing system, to each plural player, their corresponding score value
determined at said step (c).

13. The game method of claim 12, wherein said (g) further comprises the
step of: (h) after said step (c), and before said step (d), displaying,
by the data processing system, to each plural player, score values of
each then-active player.

14. The game method of claim 10, further comprising the step of: (i)
during performance of said step (b), selectively displaying, by the data
processing system, gameplay progress of all said then-active players to
one another.

15. The game method of claim 10, further comprising the step of: (i)
during performance of said step (b), concealing from each said
then-active player, by the data processing system, gameplay progress of
all other said then-active players.

16. The game method of claim 10, further comprising the step of: (k)
during performance of said step (b), partially obscuring from each said
then-active player, by the data processing system, gameplay progress of
all other said then-active players.

17. The game method of claim 10, wherein said predefined permitted
risk-based action comprises the selective placement of a wager by a
plural player.

18. The game method of claim 17, wherein said wager comprises at least
one of: a selected amount of negotiable currency, a selected amount of
virtual currency, and a selected magnitude of a virtual indicator of
value.

19. The game method of claim 17, further comprising, as a prerequisite
for participation in said gameplay session, a step of: (l) requiring each
plural player to provide into a common pool a predetermined ante wager.

20. The game method of claim 19, wherein said step (f) further comprises,
the steps of: (m) determining, by the data processing system, a total
award pool amount by summation of all ante wagers and all subsequent
gameplay session wagers; and (n) providing at least a portion of said
total award pool to said game winner.

21. The game method of claim 20, wherein said step (f) further comprises,
the step of (o) awarding a gameplay performance score to each of at least
a portion of plural player participants in said gameplay session,
determined in accordance with predefined scoring criteria.

22. The game method of claim 10, wherein said at least one puzzle
component comprises at least one of: a pattern-matching puzzle game
component, a pattern-completion puzzle game component, and a combination
pattern matching and completion game component.

23. The game method of claim 22, wherein each said at least one
pattern-matching puzzle game component comprises a plurality of puzzle
pattern elements arranged in a predetermined pattern, said plurality of
puzzle pattern elements also being arrangeable in a plurality of
different unique patterns, further comprising the step of: (p) prior to
said step (a), generating, by the data processing system for each plural
player, a corresponding puzzle game component comprising said plural
puzzle pattern elements arranged in a unique pattern.

24. The game method of claim 22, wherein each said at least one
pattern-matching puzzle game component comprises at least a partially
different plurality of different puzzle pattern elements arranged in a
predetermined pattern, further comprising the step of: (q) prior to said
step (a), generating, by the data processing system for each plural
player, a corresponding puzzle game component comprising said at least a
partially different set of plural puzzle pattern elements arranged in
said predetermined pattern.

25. The game method of claim 22, wherein said pattern-matching puzzle
game component comprises a word search puzzle game, wherein said pattern
completion puzzle game component is selected from a group of puzzle games
comprising: "sudoku", "Chinese Picture Puzzles", and "scrabble", and
wherein said combination pattern matching and completion game component
is selected from a group of puzzle games comprising: crossword-type
puzzle games, and jigsaw-type puzzle games.

26. The game method of claim 10, wherein the data processing system
comprises at least one distributed social network platform authorized to
implement the puzzle-based game and to provide a plurality of
corresponding interactive gameplay sessions to the plural players, and
wherein said plural players comprise registered members of said at least
one authorized social network platform.

27. The game method of claim 10, wherein the data processing system
comprises at least one computer device, each having a predetermined
software application installed thereon, collectively being operable to
execute the steps of providing and playing said puzzle-based game.

28. The game method of claim 18, wherein the data processing system
comprises at least one real money gaming apparatus comprising a suitable
computer device for executing data processing functions, having a
predetermined gameplay software application installed thereon,
collectively being operable to execute the steps of providing and playing
the puzzle-based game, and operable to enable a player interacting
therewith to physically submit each said wager thereto during
performance, by the apparatus, of each said gameplay session step
requiring submission thereof, wherein at said step (f), said at least one
winner receives a reward having real monetary value, and wherein: in a
first configuration, said at least one real money gaming apparatus is
configured as a standalone system, in which said plural players comprise:
a human player engaging said apparatus in gameplay and a computer
opponent implemented in said predetermined gameplay software application;
and in a second configuration, said at least one real money gaming
apparatus is configured as one of a plurality of interconnected gaming
apparatuses, in which said plural players comprise: a human player
engaging said plural gaming apparatus in gameplay against at least one
other human player engaging another plural gaming apparatuses.

29. A method for enabling provision and management of a multi-player
competitive computer PBW Game Environment and infrastructure, implemented
in a data processing system operable to interactively communicate with a
plurality of other data processing systems, at least a portion of the
plural other data processing systems corresponding to a plurality of
users, the method comprising the steps of: (a) providing a
user-accessible interactive visual representation of a predefined
gameplay environment; (b) providing a plurality of predetermined
user-selectable virtual gameplay sites, positioned within said visual
gameplay environment representation, each said plural gameplay site
comprising a corresponding interactive visual indicator, and each
comprising at least one offered interactive game accessible to at least
one user in accordance with at least one corresponding access criteria;
and (c) providing a plurality of user-accessible interactive gameplay
management functions at least partially integrated with said predefined
gameplay environment and said plural gameplay sites, selectively operable
to: enable, by at least one authorized user, administration of, and/or
interaction with, at least a portion of said plural gameplay sites and
further operable to: enable at least a portion of the plural users to
browse said plural virtual gameplay sites, to interactively select at
least one desired plural gameplay site, and to selectively engage in at
least one corresponding interactive game offered therein wherein user
utilization of at least one said plural game management function,
comprises participation in at least one predetermined corresponding game
aspect of said predefined gameplay environment, separate from said at
least one interactive gan re, thereby enhancing an overall user
gameplay experience.

30. The method of claim 29, wherein at least one of said at least one
offered interactive game, comprises a competitive turn-based multi-player
game, having wagering and puzzle-based features.

Description:

CROSS REFERENCE TO RELATED APPLICATIONS

[0001] The present patent application is a continuation-in-part of, and
claims priority from, the commonly assigned co-pending U.S. patent
application Ser. No. 12/720,560 entitled "PUZZLE-BASED WAGERING GAME
SYSTEM AND METHOD", filed Mar. 9, 2010, which in turn claims priority
from the commonly assigned co-pending U.S. Provisional Patent Application
Ser. No. 61/158,700, entitled "PUZZLE-BASED WAGERING GAME SYSTEM AND
METHOD", filed Mar. 9, 2009, is a continuation-in-part of, and also
claims priority from, the commonly assigned co-pending International
Patent Application No. PCT/US11/62698, entitled "SYSTEM AND METHOD FOR
PROVIDING AND MANAGING A COMPETITIVE PUZZLE-BASED GAME HAVING AT LEAST
ONE RISK ELEMENT", filed Nov. 30, 2011, which in turn claims priority
from the commonly assigned U.S. Provisional Patent Application Ser. No.
61/417,922, entitled "SYSTEM AND METHOD FOR PROVIDING AND MANAGING A
DYNAMIC ONLINE GAME ENVIRONMENT AND INFRASTRUCTURE", filed Nov. 30, 2010.

FIELD OF THE INVENTION

[0002] The present invention relates generally to puzzle-based and
skill-based games, as well as to games having at least one risk-based
element (such as wagering games), and more particularly to a system and
method of selectively combining predetermined elements and rules from
puzzle-based games, skill-based games, and games having at least one risk
element, to design, implement, and offer a new novel class of games that
are each playable by at least one player in a competitive manner, and
that each comprise at least one puzzle game component partitioned into a
plurality of sequential game rounds, coupled with at least one risk
element (such as, for example, wagering) offered during each of at least
a portion of the rounds.

BACKGROUND OF THE INVENTION

[0003] Throughout the ages games of skill and chance have always enjoyed a
consistently high level of popularity, which has only grown during the
past century as industrial revolution, and subsequent ever-growing
technological and scientific advances, have provided the populace with
greater and greater amounts of leisure time available to play various
games.

[0004] While there are a vast number of different types of games, among
the most popular and addictive, are "puzzle-based" games. Before
proceeding further, it would be helpful to provide simplified definitions
of games and puzzles and of their key characteristics: [0005] 1) A
"game" can generally be defined as "a physical or mental competition
conducted according to rules, with the participants in direct competition
to each other". In terms of some of its key characteristics, a typical
game: [0006] a) is designed for a plurality of players; and [0007] b)
has a commercial value that is reflected in its adoption i.e., the more
satisfying a game is to play, the more people play it, i.e., a greater
level of adoption, equates to greater commercial value. [0008] 2) A
"puzzle" can generally be defined as "a question, problem or contrivance
designed for testing ingenuity." In terms of some of its key
characteristics, a typical puzzle: [0009] a) is designed for use by a
single person, [0010] b) derives its intrinsic value from the
satisfaction one receives upon successful completion (of a question,
problem or contrivance), where a puzzle's adoption is inversely
proportional to intrinsic value. The more difficult a puzzle is to
complete, the fewer people complete it (i.e. leading to a lesser degree
of adoption), while the more difficult a puzzle is to complete, the
greater the satisfaction received (e.g., the intrinsic value) upon
completion.

[0011] Puzzle-based games combine varying amounts of the above-described
game and puzzle characteristics and may be generally separated into three
categories as follows: [0012] 1) Pattern matching puzzles (PMPs): which
present the player with a list of patterned elements (words, symbols,
colors, etc.). The player is then challenged to find (e.g., "match")
identical patterns of in a larger field made up of similar pattern
elements. Word-search is an example of a pattern matching puzzle; [0013]
2) Pattern completion puzzles (PCPs): which present the player with a
field (e.g., a grid) of incomplete patterns and challenge the player to
complete the patterns in accordance with a set of predetermined rules
known to the player. Sudoku, Rubik's Cube, Chinese Picture Puzzles and
Scrabble are examples of pattern completion puzzles; and [0014] 3)
Combination puzzles (PMP/PCP): which present a combination of both
pattern matching and pattern completion challenges. Jig-saw and crossword
puzzles are examples of such combination puzzles.

[0015] As can be readily seen from above, the greatest challenge in
designing a successful puzzle-based game is the fact that a puzzle-based
game built using difficult/high intrinsic value puzzles will result in
lower adoption rates--i.e., the more and rewarding the game, the smaller
amount of people will be interested in playing it. Of course there are a
number of other very significant challenges in designing and providing a
successful puzzle-based game. These challenges include, but are not
limited to, the following: [0016] 1) Puzzles do not lend themselves to
being implemented in games without the addition of rules, over and above
the basic rules inherent in an individual puzzle; [0017] 2) Puzzles are
binary--meaning that a typical puzzle can only be classified as
"complete/solved" or "incomplete/unsolved"; [0018] 3) When the embodiment
of a puzzle game is implemented as an application on a personal computer
based or other data processing platform, puzzle-solving software may be
employed to solve, or circumvent, the puzzles that are used as the basis
of the game; [0019] 4) When puzzles that are used as the basis of a game
for a plurality of players are too simple, the resulting game-play is
non-satisfying (e.g., resulting in too many "ties"); [0020] 5) When
puzzles that are used as the basis of a game for a plurality of players
are too complex, the resulting game-play is non-satisfying. (games take
too long, less skillful players become frustrated); [0021] 6) When a
time-element is employed in a puzzle-based game, and the when the winner
thereof, determined from a plurality of players, is based on whoever
completes a puzzle first, the resulting game-play is one-dimensional and
non-satisfying (i.e., the most skillful players usually win); and [0022]
7) When all puzzles that are used as the basis of a game for a plurality
of players are identical, the resulting game-play is one dimensional and
non-satisfying.

[0023] It would thus be desirable to provide a novel and versatile system
and method for selectively combining predetermined elements and rules
from puzzle-based games, skill-based games, and wagering games, to form a
plurality of a new novel class of platform-independent games playable by
at least one player in a competitive manner comprising skill, puzzle, and
wagering components, with an optional addition of the element of time.

[0024] It should also be noted that throughout the ages games of skill and
chance have always enjoyed a consistently high level of popularity, which
has only grown during the past century as industrial revolution, and
subsequent ever-growing technological and scientific advances, have
provided the populace with greater and greater amounts of leisure time
available to play various games.

[0025] Among the most significant game-related technological advances of
the past two decades have been the implementation, and rapid
proliferation, of many well-known games of different types in an
Internet-based (or "online") gaming environment. Such "on-line" game
incarnations have included, but have not been limited to: small-group or
player vs. computer skill/luck wagering games (e.g., poker, other card
games), collaborative "networked" multi-player versions of previously
single-player computer/console games (such as "first-person-shooters",
etc.), massive multiplayer online role-playing/strategy games with up to
hundreds of thousands of players participating in richly developed online
game environments on a long-term ongoing basis, as well as online
versions of conventional single-player games of skill, such as
puzzle-based games (e.g., Sudoku, Wordsearch, etc.).

[0026] In recent years, exponential increases in popularity and
utilization of online (and cross-platform capable (e.g., mobile device))
social networking platforms (such as Facebook, etc.), as well as
Internet-based (or "online") gaming, has resulted in explosive growth of
an entirely new category of online games, commonly referred to as "casual
games" that typically comprise easy to use and learn games that are
playable in conjunction with user utilization of one or more compatible
social networking platforms, and that typically rely on at least some
social networking features of the platforms' to interact with other
designated players associated with the user therethrough. A good number
of such casual games revolve around resource management and selection of
simplified strategic options, while many other casual games offer
gameplay based in whole or in part on well known games long-available in
other formats (such as simplified online poker and equivalents).

[0027] Casual online games have also become very valuable properties,
because many casual games include "virtual in-game currency" features
that make the games very profitable for companies offering them, at least
in part because they essentially and legally circumvent the regulatory
restrictions on online gambling, by instead selling non-redeemable
virtual currency (usable in-game) to the players.

[0028] However, typical casual game offerings provide little satisfaction
to most users and often fail to hold user interest for an extended period
of time, instead relying on user turnover. Moreover, most currently
available competitive online games (and especially turn-based
multi-player games (such as many casual games), suffer from a common core
drawback. Joining a typical online turn-based game (such as a poker game)
requires players to first undergo a frustrating and time-consuming
process of locating a game session (e.g. a "table") with an available
slot (e.g., "seat"), and then joining it. Moreover, organizing a new game
session is typically an even more time consuming and frustrating
experience. While many game companies have tried to simplify these
processes, their attempted solutions are typically little more than
afterthoughts, most commonly comprising virtual "lobbies" or equivalents
deployed en masse on different servers, with scrollable lists of active
and available games. Moreover, the huge number of players of such games
results in many game companies offering game selection interfaces with
scrollable lists of literally thousands of game sessions making the game
selection and joining process even more frustrating and difficult.

[0029] Accordingly the majority of users tend to select any game session
that is available with little interest or emotional investment (other
than the session's parameters (e.g., the stakes--the amount of currency
that one needs to bring to the table) in a particular game session
itself. In short, the processes of locating and selecting a game session
is a "necessary evil" that does not positively impact, or add value to,
the user's gameplay experience.

[0030] It would thus also be desirable to provide a novel and versatile
system and method for providing and managing an online game environment
and related infrastructure that may be readily adapted and configured for
advantageous utilization and implementation therein of different
multi-player online games in which the processes of selection by players
of particular virtual gameplay sites for entry into, and participation
in, one or more games offered therein, are seamlessly incorporated into
the game environment and infrastructure as integral aspects of overall
"gaming experience" and that offer users a separate layer of gameplay in
the utilization thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

[0031] In the drawings, wherein like reference characters denote
corresponding or similar elements throughout the various figures:

[0032] FIG. 1 shows an exemplary schematic block diagram illustrating a
first exemplary embodiment of the inventive system for providing and
managing competitive puzzle-based games comprising a combination of at
least skill, puzzle, and risk elements, implemented, by way of example in
at least one data processing system connected to at least one
communications network;

[0033] FIG. 2 is an exemplary schematic diagram illustrating an exemplary
embodiment of a process flow representative of the game method of the
present invention implemented through operation of the exemplary
inventive system of FIG. 1;

[0036] FIG. 5A shows an exemplary puzzle component layout that may be
readily utilized, by way of example, in conjunction with the inventive
game method embodiment of FIGS. 4A-4D;

[0037] FIG. 5B shows an alternate exemplary puzzle component layout that
may be readily utilized, by way of example, in conjunction with the
inventive game method embodiment of FIGS. 4A-4D;

[0038] FIGS. 6A and 6B each show exemplary embodiments of pattern
completion game puzzle solution scoring techniques usable in conjunction
with implementation of the inventive game method embodiment of FIGS.
4A-4D.

[0039] FIGS. 7A-7D are exemplary schematic diagrams illustrating process
steps representative of a third exemplary alternate embodiment of the
inventive game method of FIG. 2, implemented utilizing a "combination
pattern recognition and pattern completion" type puzzle components and
elements; and

[0040] FIGS. 8A-8F show various aspects and views of exemplary graphical
user-interface implementations that may be advantageously provided for
various exemplary embodiments of a novel game environment that may be
used in conjunction with the inventive system of FIG. 1, the inventive
game method of FIG. 2, with the inventive game methods of FIGS. 2, 3A-3C,
4A-4D, and 7A-7D, above, and with other exemplary embodiments of the
present invention, in which the inventive user-accessible game
environment may be represented in a geographic map format, having various
selectable gameplay site regions, as well as additional user-interface
game components and controls, with exemplary gameplay sites in each
region being indicated by user-selectable markers, enabling users to
browse available gameplay sites, and, when a desired gameplay site is
selected, to participate in one or more games offered therein.

SUMMARY OF THE INVENTION

[0041] The present invention provides a puzzle-based game system and
method, having at least one risk element (such as wagering component),
that advantageously enable a player to compete, in at least one
embodiment thereof, against at least one other opposing player in a
puzzle-based game (such as a game of skill) utilizing various inventive
embodiments of the novel system of risk-element-based rules, that are
applied in a predetermined manner (in accordance with the type of
puzzle-based game being played) to: [0042] (1) first partition each set
of puzzles intended for the players, into a predefined plurality of
puzzle elements, such that the puzzle elements may then be sequentially
"dealt" to the players through a series of "rounds", and thereafter,
[0043] (2) dealing the puzzle elements in a round by round sequence as
the game progresses, and [0044] (3) enabling, during at least a portion
of the total game rounds, each player to selectively take one or more
predefined risk-based actions (such as placing a predetermined wager),
during a predefined time in each "risk" (e.g., wagering) round (such as
at the onset thereof).

[0045] In at least one embodiment thereof, the inventive system and method
are operable to provide an additional time-limit element (and/or at least
one other rule element comprising at least one constraint on player
actions), during each of at least a portion of the total game rounds.
Furthermore, in various embodiments of the present invention, the at
least one opposing player is selected from a group comprising: at least
one human opponent, and/or at least one "computer" (e.g.,
"program-instructions-controlled") opponent, and/or combinations of human
and computer opponents.

[0046] Advantageously, the inventive game system and method may be readily
implemented, in whole or in part, as a matter of design choice, without
departing from the spirit of the invention, utilizing a wide variety of
game components and/or platforms (ranging from paper/pencil/token/dice
games to full standalone, or preferably to networked application software
programs (including, but not limited to Internet websites, and/or website
application (or equivalent) components/modules) executable on one or more
data processing systems (e.g., mobile phones, personal computers, etc.),
and most preferably deployed as multi-player software gaming applications
that may be provided through one or more Internet websites and/or
portals, and/or that may be integrated into various social networking
platforms (e.g., implemented as a "Facebook App", etc.).

[0047] In additional embodiments thereof, the present invention is also
directed to a system and method that enable provision and management of a
dynamic online game environment and related infrastructure that may be
readily adapted and configured for advantageous utilization and
implementation therein of plural multi-player online games having at
least social interaction and competitive aspects, and incorporating
utilization of virtual in-game currency, where in various inventive
embodiments of the provided game environment/infrastructure, the
processes of player selection of particular virtual gameplay sites for
entry into, and participation in, one or more games offered therein, as
well as user-centric gameplay site organization and management features,
are seamlessly incorporated into the game environment and infrastructure
as integral aspects of overall "gaming experience", also offering
additional layers of aspects strategic, social, and business-based gaming
experiences to interested users that are synergistic with, but that may
be enjoyed separately from, the offered games themselves, thus
complementing and greatly improving user enjoyment of various offered
games and enhancing the user experience.

[0048] This novel approach also offers multiple types of player
hierarchies and corresponding advancement paths, such as: (1)
social/business centric paths for players interested in increasing their
social status in the overall game environment, and/or in maximizing their
ability to generate and acquire virtual game currency (e.g., by
acquiring, developing, promoting, and growing multiple successful
gameplay sites offering various games to other players), and/or (2)
gameplay achievement paths for players interested in achieving rewards
(e.g., in-game renown, acquisition of virtual game currency) through
successes in competitive gameplay and advancement in game rankings.

[0049] Other objects and features of the present invention will become
apparent from the following detailed description considered in
conjunction with the accompanying drawings. It is to be understood,
however, that the drawings are designed solely for purposes of
illustration and not as a definition of the limits of the invention, for
which reference should be made to the appended claims.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

[0050] In the main exemplary embodiments thereof, the system and method of
the present invention addresses the flaws and disadvantages of previously
known gaming solutions, by providing a novel series of gameplay and
related methods, gameplay rules, and other game elements to enable
design, configuration, and provision of a plurality of novel class of
games that are advantageously playable by at least one player in a
competitive manner, and each comprising a combination of at least skill,
puzzle, and wagering components.

[0051] The present invention provides a puzzle-based wagering game system
and method that advantageously enable a player to compete, in at least
one embodiment thereof, against at least one other opposing player in a
puzzle-based game (such as a game of skill) utilizing various inventive
embodiments of the novel system of wagering rules that are applied in a
predetermined manner (in accordance with the type of puzzle-based game
being played) to first partition each set of puzzles intended for the
players, into a predefined plurality of puzzle elements, such that the
puzzle elements may then be sequentially "dealt" to the players through a
series of "rounds", and thereafter, dealing the puzzle elements in a
round by round sequence as the game progresses, and enabling, during at
least a portion of the total game rounds, each player to place a
predetermined wager during a predefined time in each wagering round (such
as at the onset thereof).

[0052] In at least one embodiment thereof, the inventive system and method
are operable to provide an additional time-limit element (and/or at least
one other rule element comprising at least one constraint on player
actions), during each of at least a portion of the total game rounds. In
various embodiments of the present invention, the at least one opposing
player is selected from a group comprising: at least one human opponent,
and/or at least one "computer" (e.g., "software-controlled") opponent,
and/or combinations of human and computer opponents.

[0053] Advantageously, the inventive game system and method is
platform-independent in that its various embodiments may be readily
implemented, in whole or in part, as a matter of design choice, without
departing from the spirit of the invention, utilizing a wide variety of
game components and/or platforms (ranging from paper/pencil/token/dice
games to full standalone or preferably networked application software
programs executable on one or more data processing systems (e.g., mobile
phones, personal computers, etc.).

[0054] Referring now to FIG. 1, an exemplary schematic block diagram
illustrating a first exemplary embodiment of an inventive
system/infrastructure 10 for providing and managing competitive
puzzle-based games comprising a combination of at least skill, puzzle,
and risk elements, implemented, by way of example in competitive
puzzle-based wagering game platform that comprises at least one data
processing system that is connected to at least one communications
network (the dashed lines in FIG. 1 indicating optional system
components).

[0055] In various exemplary embodiments thereof, the system and method of
the present invention may include at least one, and preferably a
combination of at least a portion of, the following advantageous
exemplary novel methods, rules, and game elements: [0056] 1)
Application of a turn-based wagering system to a puzzle-based game. Each
player is "dealt" a puzzle at the onset of play (this can be called a
"hand"). Each hand is split into multiple "rounds". Each round is
preceded by wagering amongst players as to the final outcome of the hand.
[0057] 2) Application of a "time element" or equivalent rules constraint
to a puzzle-based game. Each round within a hand is active for a
predetermined amount of time. While a round is active, players may work
to complete their puzzles. During the wagering portion of a round,
players may not work on their puzzles. [0058] 3) Application of differing
puzzles with common elements to a puzzle-based game. Puzzles dealt for
each hand are not identical but do contain an element or elements common
to all players. [0059] a) Example 1: If the puzzles used in a game are
classified as pattern matching puzzles (pmp) i.e., word-search, each
player will be tasked with finding a set of words (patterns) common to
all players but placed differently in each puzzle. [0060] b) Example 2:
If the puzzles used in a game are classified as pattern completion
puzzles (pcp) i.e., Sudoku, every player's puzzle will be the same size,
contain the same number of initial cells completed, and the number-set
used in the initial completed cells will be identical for each player.
However, the initial cells completed and presented in each individual
player's puzzle will be placed at different positions forming a different
pattern in each puzzle thereby changing the intrinsic value of each
puzzle i.e., some puzzles will be more difficult to solve than others.
Finally, at the outset of each hand, each individual puzzle's completed
cells will be indicated and viewable by all players, but the value of
these cells will be hidden. All players will see the patterns formed by
initial completed (but hidden) cells of all other players. During
subsequent rounds of play, the values assigned to the Completed cells may
be revealed--round by round--to each individual player and the puzzle as
a whole will be blocked from view by all players, except the player
assigned to the puzzle in question. In other words, after the initial
round(s) player A will no longer be able to see the progress made by each
of the other players' B, C, D, E's, etc., in their respective puzzles.
[0061] 4) In the case where pattern completion puzzles are used, the
inventive game system and method may at least in part comprise puzzles
without a solution. [0062] 5) Regardless of the class of puzzle used in
the novel puzzle-based wagering game, and given that each puzzle dealt in
a hand is different (but with a set of common elements) each puzzle can
be assigned a different value for completion. With a value assigned to
each puzzle for completion, a value may also be assigned for partial
completion thereby eliminating the need to complete any puzzle in full in
any given hand. [0063] 6) Puzzles used for the novel puzzle-based
wagering games built on pattern completion (pcp) principles are not
revealed in their entirety at the outset of the game (advantageously this
prevents the use of electronic/computer based puzzle solvers)--see
Example 2, above. [0064] 7) When the embodiment of the game is based on a
personal computer and/or the Internet, the novel puzzle-based wagering
games are presented to the end user in a manner that prevents the user
from copying and pasting the game puzzles into an electronic puzzle
solver. [0065] 8) During the initial round(s) of a hand in the novel
puzzle-based wagering game, all puzzles are visible as well as the
progress each player is making toward completion of his or her puzzle.
[0066] 9) During the final round(s) of play the in the novel puzzle-based
wagering game, all puzzles are hidden. This encourages players to bluff
their bets, guess what another players progress may be and shifts the
focus of the game from puzzle completion to the risk one is willing to
take with his or her accumulated chips, tokens or points. In summary,
based on incomplete information the player must place a wager based on
the strength of his or her hand in relation to what he or she "thinks"
the value of his or her opponent's hands may be. [0067] 10) Because each
hand dealt in a novel puzzle-based wagering game contains non-identical
puzzles (but with an element common to all players), each puzzle can
carry a different intrinsic value. Some puzzles may be harder (worth
more) than others. This method can be equated to a hand in a game of
cards such as Texas Hold'em where each player receives two private cards
(hole cards) and every player has access to five cards placed at the
center of the table (community cards).

[0068] In summary, in accordance with at least a portion of the various
embodiments of the present invention, in order to advantageously utilize
one or more puzzles, in accordance with the system and method of the
present invention, as a successful basis of a competitive turn-based game
capable of supporting the wagering game component, the puzzle's intrinsic
value is preferably selected and configured to shift from the
satisfaction derived from successful completion, to the value received
for successfully overcoming competitors (which may or may not involve
successful completion of a given puzzle).

[0069] The above "value received" may be readily supplied by the wagering
component portion of the game in the form that depending on the platform
of the game's implementation--e.g., physical chips or tokens, which may
or may not have real monetary value, as well as "points", virtual
currency (or equivalent, such as "micro-commerce" in-game "cash"), or
real currency in electronic form (such as with online "real money"
card/casino, etc. wagering games). In short, such as with a game of
poker, "winning" becomes a matter of acquiring and accumulating an
opponent's chips, points, tokens, or equivalent, over time rather than
just the successful completion of a series of puzzles.

[0070] Referring now to FIG. 2, an exemplary schematic diagram
illustrating an exemplary embodiment of a process flow representative of
at least one novel puzzle-based wagering ("PBW") game method 50 of the
present invention, that may be implemented through operation of the
exemplary inventive system 10 of FIG. 1. The exemplary inventive PBW game
method 50 may be readily utilized with pattern matching puzzle
components, pattern completion puzzle components, and combinations of
pattern matching and pattern completion puzzle components. The PBW game
method 50 started at a step 52 and continues through step 62, with each
step being performable by a data processing system, such as illustrated
in the system 10 of FIG. 1, above.

[0071] By way of example only, and not to limit the scope of the inventive
system and method in any manner whatsoever, below are presented various
exemplary advantageous embodiments of the system and method of the
present invention, or the sole purpose to illustrate the various
features, components and elements thereof of just several of a plurality
of contemplated advantageous implementable embodiments of the present
invention. Furthermore, with respect to the "Materials/game elements
required" section of each exemplary embodiment description, it should be
noted that in view of the platform-independent nature of the inventive
game system and method, any physical, electronic, or virtual equivalent
of any listed material can be readily substituted when the appropriate
support elements are made available--for example, in a full
software-implementation platform, the listed "Materials/game elements
required" can be readily substituted for their virtual equivalents: e.g.,
suitable writing instruments, paper, and a timer may be computer game
user interface/game functions, while chips may be points, and a
dictionary may be a function accessible from the game's user interface.

[0075] Pre-Game Preparation: [0076] Preferably, each game comprises a
predetermined set of gameplay rules that comprise pre-defined values,
value ranges, and/or pre-selected options, for at least a portion of the
pre-game preparation steps indicated below, so as to minimize the amount
of time necessary to conduct the pre-game preparation process, or to
eliminate it entirely by providing pre-defined selections for all of the
pre-game preparation steps. [0077] 1) Determine the size of the puzzle
grid to use, i.e., a 10×10 grid, a 12×12 grid, etc. Any size
greater than 6×6 is acceptable. (This example will use a
12×12 grid.) [0078] 2) Designate a non-player as the "dealer".
[0079] 3) Determine the amount of time allocated for each round of
gameplay. (This example will use 45 seconds). [0080] 4) Determine the
number of rounds in the game. (This example will use 3 rounds). [0081] 5)
Determine a minimum wager amount (This example will use 1 chip). [0082]
6) Determine the number of words to search for (This example will use
nine words). [0083] 7) Determine whether to split the pot wager between
eligible players in the event of a tie, or continue to a tie-breaker.
[0084] 8) Provide each player with an equal number of chips. (this
example will use 25 chips). [0085] 9) Seat players around a table with
the dealer also taking a position at the table. By way of example, the
game-play may move clock-wise starting with the player seated to the
dealer's left.

[0086] Dealer Preparation: [0087] Preferably, the predetermined set of
gameplay rules also that comprise pre-defined values, value ranges,
pre-selected options, puzzles, and/or puzzle components and/or elements,
for at least a portion of the pre-game preparation steps indicated below,
so as to minimize the amount of time necessary to conduct the dealer
preparation process, or to eliminate it entirely by providing pre-defined
selections for all of the dealer preparation steps. [0088] 1) Select a
piece of graph paper for each player and mark off an area equal the size
of the agreed-upon grid on each piece of paper. [0089] 2) Select nine
words from a dictionary, book, magazine or memory and write them down on
an additional piece of paper. Place the piece of paper with the list of
words in front of the game's players. [0090] 3) Out of view of the
players, enter the nine words (see item 2 above), into the 12×12
grid for each player. There should be one grid/piece of graph paper for
each player. Each grid requires all nine words. Words can be entered into
each grid either forwards or backwards, i.e., the word CAT may be entered
either as C A T, or as T A C. Generally, words can be entered in up to
eight (8) directions: [0091] a) horizontal, left to right. (forwards)
[0092] b) horizontal, right to left. (backwards) [0093] c) vertical, top
to bottom. [0094] d) vertical, bottom to top. [0095] e) diagonal, left to
right, top to bottom. [0096] f) diagonal, right to left, top to bottom.
[0097] g) diagonal, left to right, bottom to top. [0098] h) diagonal,
right to left, bottom to top. [0099] Preferably, the same case (upper or
lower) is used for each letter. Words may share letters (e.g., as in a
crossword puzzle). [0100] 4) Fill in the remaining blank cells /
squares in each player's puzzle using random letters, using the same case
utilized for entering the words.

[0101] Gameplay: [0102] Round 1 of 3: [0103] a) Dealer collects an
"ante" from each player. The ante equals the amount of the minimum wager
agreed to in Pre-game Preparation (5) (or as dictated by the
predetermined set of gameplay rules). These chips become the initial
"pot". [0104] b) Dealer passes each player a puzzle as described above.
Puzzles remain face-up and visible to all players. Players may study
their puzzles and the common list of words, but may not mark their
puzzles in any way. [0105] c) Wagering begins with the player to the
dealer's left who may "check" (pass the wager to the next player), or
wager (with additional chips). Each player must match the aggregate
number of chips wagered until all player bets are equal. Each player
after the first player to the left of the dealer may match the wager,
raise the wager or fold (end his participation in the hand and give up
the chips they have wagered). When the "action" comes full circle to the
first player, the player must make up the difference between his original
wager and any additional amounts wagered by other players, or may "raise"
the wager. Wagering continues in this fashion until all bets are equal.
[0106] d) With wagering complete, the dealer sets the "timer" to the
amount of time agreed on in Pre-game Preparation (3) (or as dictated by
the predetermined set of gameplay rules). Players may then--preferably,
but not necessarily, in full view of one another--begin to match the
words on the common list, with the words in their individual puzzles.
Words are marked as "found" by circling (or otherwise visually
identifying them) in their horizontal, vertical, or diagonal positions.
[0107] e) When the timer runs out, the dealer asks the players to conceal
their individual puzzles (for example, by each player placing their
puzzle face-down in front of them), and the second round of wagering
begins.

Round 2 of 3:

[0107][0108] a) Wagering in Round 2 continues in the same manner
as is described in item (c) of Round 1 of 3 above. [0109] b) Wagering
ends when all active player bets are equal. (as mentioned above, a player
always has the right to "fold" and forfeit his wager. A player becomes
inactive when they have folded). [0110] c) With wagering complete, the
dealer sets the "timer" to the amount of time agreed on in Pre-game
Preparation (3) (or as dictated by the predetermined set of gameplay
rules). [0111] d) Players continue working on their individual puzzles as
described in item (d), above. This time, however, and henceforth until
the end of the game, players may elect to remove their individual puzzles
from their competitions view. Alternately, predefined gameplay rules may
enable (and/or require) that the dealer dictate if (and when) the players
must remove their individual puzzles from their competitions view. [0112]
e) When the timer runs out, the dealer asks the players to conceal their
individual puzzles (for example, by each player placing their puzzle
face-down in front of them), and the third round of wagering begins.
[0113] Round 3 of 3: [0114] a) Wagering in Round 3 continues in the same
manner as is described in item (c) of Round 1 of 3, above. [0115] b)
Wagering ends when all active player bets are equal (as mentioned above a
player always has the right to "fold" and forfeit his wager. A player
becomes inactive when they have folded). [0116] c) With wagering
complete, the dealer sets the "timer" to the amount of time agreed on in
Pre-game Preparation (3) (or as dictated by the predetermined set of
gameplay rules). [0117] d) Players continue working on their individual
puzzles as described in item (d) of Round 1 of 3, above. Again, and
henceforth until the end of the game, players may elect to remove their
individual puzzles from their competitions view (or, as may be
applicable, the predefined gameplay rules may require that each player's
puzzle be concealed from other players). [0118] e) When the timer runs
out, the dealer asks the players to conceal their individual puzzles (for
example, by each player placing their puzzle face-down in front of them),
and the final round of wagering (i.e., the "showdown") begins.

[0119] Showdown: [0120] 1) At the "showdown", the final round of
wagering, players may place their wagers, as described in item (c) of
Round 1 of 3, above. [0121] 2) With wagering complete, all puzzles are
turned face-up for the dealer to examine and score. [0122] 3) The pot is
awarded to the player who has found the greatest number of words (i.e.,
to the player that has made the greatest progress toward solution of
their puzzle(s)). [0123] 4) Game-play continues again from the beginning.
[0124] 5) Game-play ends when one player has accumulated all of the
chips.

[0125] Ties: [0126] In the event of a tie (e.g., when two or more
players have identified the same number of words), there are at least two
options for resolution thereof: [0127] 1) Split the pot into equal
portions amongst the players who are tied. [0128] 2) Initiate a
pre-agreed on "tie-breaker" which can take any form from the toss of a
coin to leaving the pot in place, and continuing with additional hands
(i.e., additional gameplay rounds) amongst the tied players until the tie
is broken.

Exemplary Embodiment #2:--Pattern Completion Game--Sudoku puzzle:

[0129] Referring now to FIGS. 4A-4D, a set of exemplary schematic diagrams
illustrating process steps 10-36 representative of a first exemplary
alternate embodiment of the inventive game method of FIG. 2, implemented
as a PBW Game Method 200 utilizing "pattern completion" type puzzle
components and elements (e.g., such as Sudoku puzzles, etc.) [0130]
Materials/game elements required: suitable writing instruments, writing
surfaces (i.e., paper, preferably graph paper), a timer (e.g., a
wristwatch, clock, stopwatch, sundial or any suitable timing device that
allows one to calculate time in minutes and/or seconds), chips (e.g.,
poker chips, coins, cookies, or any suitable token representative of some
predetermined value), and a pair of dice (or equivalent random number
generators).

[0131] Players: at least 3.

[0132] Pre-Game Preparation: [0133] Preferably, each game comprises a
predetermined set of gameplay rules that comprise pre-defined values,
value ranges, and/or pre-selected options, for at least a portion of the
pre-game preparation steps indicated below, so as to minimize the amount
of time necessary to conduct the pre-game preparation process, or to
eliminate it entirely by providing pre-defined selections for all of the
pre-game preparation steps. [0134] 1) Determine the "grid" size of the
Sudoku puzzle to be used in the game, i.e., a 3×2 grid, a 3×3
grid, a 3×4 grid, etc. Any grid size greater than 3×1 is
acceptable. (This example will use a size 3×2 grid puzzle). By way
of example, a puzzle grid shown in FIG. 6A may be used. [0135] 2)
Designate a non-player as the "dealer". [0136] 3) Determine the amount of
time allocated for each round of gameplay. (This example will use 45
seconds). [0137] 4) Determine the number of rounds in the game. (This
example will use 3 rounds). [0138] 5) Determine a minimum wager amount
(This example will use 1 chip). [0139] 6) Determine the number of cells
to allocate as pre-filled. (This example will use 9 cells). [0140] 7)
Determine whether to split the pot between eligible players in the event
of a tie, or to continue to a tie-breaker. [0141] 8) Determine and agree
on a method of scoring (see exemplary scoring Method below, by way of
example). [0142] 9) Provide each player with an equal number of chips.
(This example will use 25 chips). [0143] 10) Seat players around a table
with the dealer also taking a position at the table. By way of example,
the game-play may move clock-wise, starting with the player seated to the
dealer's left.

[0144] Dealer Preparation: [0145] Preferably, the predetermined set of
gameplay rules also that comprise pre-defined values, value ranges,
pre-selected options, puzzles, and/or puzzle components and/or elements,
for at least a portion of the pre-game preparation steps indicated below,
so as to minimize the amount of time necessary to conduct the dealer
preparation process, or to eliminate it entirely by providing pre-defined
selections for all of the dealer preparation steps. [0146] 1) Select a
piece of graph paper for each player and mark off an area equal the size
of the agreed on Sudoku puzzle grid on each piece of paper. [0147] 2)
Mark off nine cells on each puzzle at random positions in the puzzle.
(The puzzle for each player may be different). Referring now to FIG. 5B,
an alternate puzzle component configuration is shown, by way of example.
[0148] Scoring method example: In a 3×2 Sudoku puzzle each row,
column and box must contain the numbers 1-6 only once. The sum of each
row in a 3×2 will be 21. The sum of each column will also be 21.
The total of all rows and columns will be (in this example) 256. Scoring
(again, by way of this example only) is the responsibility of the dealer.
[0149] (a) The present example assumes that puzzles with no solution
may be used. After the final round of wagering (the "showdown"), it is
the dealer's responsibility to score each puzzle and determine a winner.
If the dealer finds that the inherent rule of Sudoku is broken, he may
"flip the sign" (i.e., cause the number to be negative) for any offending
cells. [0150] (b) Referring now to FIGS. 6A and 6B (in both of which
larger font size entries indicate numbers supplied by the dealer), based
on the above, the entries shown in a puzzle component 290A in FIG. 6A,
become the entries shown in puzzle component 295B in FIG. 6B. [0151] The
score for row 1 is then: 7 (the sum of 1+3+-3+-4+5+6). [0152] The score
for row 2 is then: 7 (the sum of 6+5+-3=-4+2+1). [0153] The score for
column 1 is: 7 [0154] The score for column 2 is: 7 [0155] The score for
column 3 is -6 [0156] The score for column 4 is: -8 [0157] The score for
column 5 is: 7 [0158] The score for column 6 is: 7 [0159]
Accordingly, the score for this exemplary puzzle is: 28

[0160] Gameplay: [0161] Round 1 of 3: [0162] a) Dealer collects an
"ante" from each player. The ante equals the amount of the minimum wager
agreed to in Pre-game Preparation (5) (or as dictated by the
predetermined set of gameplay rules). These chips comprise the initial
"pot". [0163] b) Dealer passes each player a puzzle as described above.
Puzzles remain face up and visible to all players. Players may study
their puzzles but may not mark their puzzles in any way. [0164] c)
Wagering begins with the player to the dealer's left who may "check"
(pass the wager to the next player) or wager additional chips. Each
player must match the aggregate number of chips wagered until all player
bets are equal. Each player after the first player to the left of the
dealer may match the wager, raise the wager or fold (end his
participation in the hand and give up the chips they have wagered). When
the "action" comes full circle to the first player, the player must make
up the difference between his original wager and any additional amounts
wagered by other players, or may "raise" the wager. Wagering continues in
this fashion until all bets are equal. [0165] d) With wagering complete,
the dealer rolls the die (in this example, 1 die is used. The maximum
value allowed in a 3×2 grid Sudoku puzzle is 6), and then enters
the number shown by the die into any marked cell (see Dealer Preparation
(2) above) on each player's puzzle. The dealer repeats this process
several times (e.g., 4 times) until each player puzzle has 4 numbers
filled in. Each player's puzzle will then have the same 4 numbers, but in
different positions. [0166] e) With preparation complete, the dealer sets
the "timer" to the amount of time agreed on in Pre-game Preparation (3)
(or as dictated by the predetermined set of gameplay rules). Players may
then--in full view of one another--begin to complete the remaining cells
of their puzzle. Players are not allowed to fill in cells marked by the
dealer. Players are allowed to "erase". [0167] f) When the timer runs
out, the dealer asks the players to conceal their individual puzzles (for
example, by each player placing their puzzle face-down in front of them),
and the second round of wagering begins. [0168] Round 2 of 3: [0169]
a) Wagering in Round 2 continues in the same manner as is described in
item (c) of Round 1 of 3, above. [0170] b) Wagering ends when all active
player bets are equal. (as mentioned above a player always has the right
to "fold" and forfeit his wager. A player becomes inactive when they have
folded). [0171] c) With wagering complete, the dealer rolls the die then
enters the number shown by the die into any empty dealer-marked cell on
each player's puzzle. The dealer repeats this process 3 times, until each
player's puzzle now has a total of 7 numbers filled-in. Each player's
puzzle will then have the same 7 numbers, but in different positions.
[0172] d) With preparation complete, the dealer sets the "timer" to the
amount of time agreed-upon in Pre-game Preparation (3) (or as dictated by
the predetermined set of gameplay rules). Players may then begin to
complete the remaining cells of their puzzle. Players are not allowed to
fill in cells marked by the dealer. Players are allowed to "erase". This
time, however, and henceforth until the end of the game, players may
elect to remove their individual puzzles from their competitions view.
Alternately, predefined gameplay rules may enable (and/or require) that
the dealer dictate if (and when) the players must remove their individual
puzzles from their competitions view. [0173] e) When the timer runs out,
the dealer asks the players to conceal their individual puzzles (for
example, by each player placing their puzzle face-down in front of them),
and the third round of wagering begins. [0174] Round 3 of 3: [0175] a)
Wagering in Round 3 continues in the same manner as is described in item
(c) of Round 1 of 3, above. [0176] b) Wagering ends when all active
player bets are equal. (As is mentioned above, a player always has the
right to "fold" and forfeit his wager. A player becomes inactive when
they have folded). [0177] c) With wagering complete, the dealer rolls the
die then enters the number shown by the die into any empty dealer-marked
cell on each player's puzzle. The dealer repeats this process two times
until each player puzzle now has a total of 9 numbers filled in. Each
player's puzzle will then have the same 9 numbers, but in different
positions. [0178] d) With preparation complete, the dealer sets the
"timer" to the amount of time agreed-upon in Pre-game Preparation (3) (or
as dictated by the predetermined set of gameplay rules), for the final
time. Players may then begin to complete the remaining cells of their
puzzle. Players are not allowed to fill in cells marked by the dealer.
Players are allowed to "erase". As in Round 2, players may elect to
remove their individual puzzles from their competitions view (or, as may
be applicable, the predefined gameplay rules may require that each
player's puzzle be concealed from other players). [0179] e) When the
timer runs out, the dealer asks the players to conceal their individual
puzzles (for example, by each player placing their puzzle face-down in
front of them), and the final round of wagering (i.e., the "showdown")
begins.

[0180] Showdown: [0181] 1) At the "showdown", the final round of
wagering, players may place their wagers, as described in item (c) of
Round 1 of 3, above. [0182] 2) With wagering complete all puzzles are
turned face-up for the dealer to score. Scoring may take the form
suggested above, or any form pre-arranged by players, or is preferably
dictated by the predetermined set of gameplay rules. [0183] 3) Once the
dealer declares a winner, the pot is awarded thereto. [0184] 4) Game-play
continues again from the beginning. [0185] 5) Game-play ends when one
player has accumulated all of the chips.

[0186] Ties:

[0187] In the event of a tie (two or more players have the same final
score), there are at least two options for resolution thereof: [0188]
a) Split the pot into equal portions amongst the players who are tied.
[0189] b) Initiate a pre-agreed on "tie-breaker" which can take any form
from the toss of a coin to leaving the pot in-place and continuing with
additional hands (i.e., additional gameplay rounds) amongst the tied
players until the tie is broken.

[0190] Referring now to FIGS. 7A-7D, a set of exemplary schematic diagrams
illustrating process steps 10-36 representative of a first exemplary
alternate embodiment of the inventive game method of FIG. 2, implemented
as a PBW Game Method 200 utilizing "combination pattern completion and
pattern recognition" type puzzle components and elements (e.g., such as
Crossword puzzles, etc.) [0191] Materials/game elements required:
suitable writing instruments, writing surfaces (i.e., paper, preferably
graph paper), a timer (e.g., a wristwatch, clock, stopwatch, sundial or
any suitable timing device that allows one to calculate minutes and/or
seconds), chips (e.g., poker chips, coins, cookies, or any suitable token
representative of some predetermined value), and a dictionary (or any
suitable/equivalent source of information). [0192] Players: at least 3.
[0193] Pre-game Preparation: [0194] Preferably, each game comprises a
predetermined set of gameplay rules that comprise pre-defined values,
value ranges, and/or pre-selected options, for at least a portion of the
pre-game preparation steps indicated below, so as to minimize the amount
of time necessary to conduct the pre-game preparation process, or to
eliminate it entirely by providing pre-defined selections for all of the
pre-game preparation steps. [0195] 1) Designate a non-player as the
"dealer". [0196] 2) Determine the amount of time allocated for each round
of gameplay. (This example will use 90 seconds). [0197] 3) Determine the
number of rounds in the game. (This example will use 3 rounds). [0198] 4)
Determine a minimum wager amount (This example will use 1 chip). [0199]
5) Determine the number of words to include in the puzzle. (This example
will use nine words). [0200] 6) Determine whether to split the pot
between eligible players in the event of a tie, or continue to a
tie-breaker. [0201] 7) Determine and agree on a method of scoring (see
tip below). [0202] 8) Provide each player with an equal number of chips.
(this example will use 25 chips). [0203] 9) Seat players around a table
with the dealer also taking a position at the table: By way of example,
the game-play may move clock-wise starting with the player seated to the
dealer's left.

[0204] Dealer Preparation: [0205] Preferably, the predetermined set of
gameplay rules also that comprise pre-defined values, value ranges,
pre-selected options, puzzles, and/or puzzle components and/or elements,
for at least a portion of the pre-game preparation steps indicated below,
so as to minimize the amount of time necessary to conduct the dealer
preparation process, or to eliminate it entirely by providing pre-defined
selections for all of the dealer preparation steps. [0206] 1) Dealer
selects nine words and definitions from a dictionary [0207] 2) Dealer
records the nine definitions and words on a worksheet (or equivalent),
keeping this information out of view of the players at the table. [0208]
3) Dealer marks off a blank crossword puzzle for each player on separate
pieces of graph paper.

[0209] Gameplay: [0210] Round 1 of 3: [0211] a) Dealer collects an
"ante" from each player. The ante equals the amount of the minimum wager
agreed to in Pre-game preparation (4) (or as dictated by the
predetermined set of gameplay rules). These chips become the initial
"pot". [0212] b) Dealer passes each player a blank crossword puzzle as
described above. Puzzles remain face up and visible to all players.
Players may study their puzzles, but may not mark their puzzles in any
way. [0213] c) Dealer reveals 4 of the 9 definitions allowing players to
jot them down on their respective sheets of graph paper. [0214] d)
Wagering begins with the player to the dealer's left who may "check"
(pass the wager to the next player), or wager additional chips. Each
player must match the aggregate number of chips wagered until all player
bets are equal. Each player after the first player to the left of the
dealer may match the wager, raise the wager or fold (end his
participation in the hand and give up the chips they have wagered). When
the "action" comes full circle to the first player, the player must make
up the difference between his original wager and any additional amounts
wagered by other players, or may "raise" the wager. Wagering continues in
this fashion until all bets are equal. [0215] e) With wagering complete,
the dealer sets the "timer" to the amount of time agreed-upon in Pre-game
Preparation (2) (or as dictated by the predetermined set of gameplay
rules). Players may then--preferably, but not necessarily, in full view
of one another--begin to complete their puzzles based on the 4
definitions they have received from the dealer. Players are allowed to
"erase". [0216] f) When the timer runs out, the dealer asks the players
to conceal their individual puzzles (for example, by each player placing
their puzzle face-down in front of them), and the second round of
wagering begins. [0217] Round 2 of 3: [0218] a) Wagering in Round 2
continues as described in item (d) of Round 1 of 3, above. [0219] b)
Wagering ends when all active player bets are equal. (as mentioned above,
a player always has the right to "fold" and forfeit his wager. A player
becomes inactive when they have folded). [0220] c) With wagering
complete, the dealer reveals 3 additional definitions, allowing players
to write them down. [0221] d) With preparation complete, the dealer sets
the "timer" to the amount of time agreed-upon in Pre-game Preparation (3)
(or as dictated by the predetermined set of gameplay rules). Players may
then continue to work on their puzzle. Players are allowed to "erase".
This time, however, and henceforth until the end of the game, players may
elect to remove their individual puzzles from their competitor's view.
Alternately, predefined gameplay rules may enable (and/or require) that
the dealer dictate if (and when) the players must remove their individual
puzzles from their competitions view. [0222] e) When the timer runs out,
the dealer asks the players to conceal their individual puzzles (for
example, by each player placing their puzzle face-down in front of them),
and the third round of wagering begins. [0223] Round 3 of 3: [0224] a)
Wagering in Round 3 continues as described in item (d) of Round 1 of 3,

[0225] above. [0226] b) Wagering ends when all active player bets are
equal. (as mentioned above a player always has the right to "fold" and
forfeit his wager. A player becomes inactive when they have folded).
[0227] c) With wagering complete, the dealer reveals the final 2
definitions, allowing players to write them down. [0228] d) With
preparation complete, the dealer sets the "timer" to the amount of time
agreed-upon in Pre-game Preparation (2) (or as dictated by the
predetermined set of gameplay rules), for the final time. Players may
then begin to complete the remaining cells of their puzzle. Players are
allowed to "erase". As in Round 2, players may elect to remove their
individual puzzles from their competitor's view (or, as may be
applicable, the predefined gameplay rules may require that each player's
puzzle be concealed from other players). [0229] e) When the timer runs
out, the dealer asks the players to conceal their individual puzzles (for
example, by each player placing their puzzle face-down in front of them),
and the final round of wagering (i.e., a "showdown") begins.

[0230] Showdown: [0231] 1) At the "showdown", the final round of
wagering, players may place their wagers, as described in item (d) of
Round 1 of 3, above. [0232] 2) With the wagering complete, all puzzles
are turned face-up for the dealer to score. Scoring may take any form
pre-arranged by players, or is preferably dictated by the predetermined
set of gameplay rules. [0233] 3) The dealer declares a winner and awards
the pot thereto. [0234] 4) Game-play continues again from the beginning.
[0235] 5) Game-play ends when one player has accumulated all of the
chips.

[0236] The system and method of the present invention, in various
additional exemplary embodiments thereof, also address other flaws and
disadvantages of previously known gaming solutions, by enabling provision
and management of a multi-platform capable online game environment and
related infrastructure that may be readily adapted and configured for
advantageous utilization and implementation therein of different
multi-player online games, in which the very processes of selection by
players of particular virtual gameplay sites for entry into, and
participation in, one or more games offered therein, are seamlessly
incorporated into the game environment and infrastructure as integral
aspects of overall "gaming experience", essentially offering players a
separate layer of gameplay experiences in the utilization thereof.

[0237] In summary, the additional exemplary embodiments of the present
invention, are directed to a system and method that enable provision and
management of a dynamic online game environment and related
infrastructure, that may be readily adapted and configured for
advantageous utilization and implementation in conjunction with
deployment therein of plural multi-player online games having at least
social interaction and competitive aspects, and incorporating utilization
of virtual in-game currency, where in various inventive embodiments of
the provided game environment/infrastructure, the processes of player
selection of particular virtual gameplay sites for entry into, and
participation in, one or more games offered therein, as well as
user-centric gameplay site organization and management features, are
seamlessly incorporated into the game environment and infrastructure as
integral aspects of overall "gaming experience".

[0238] Furthermore, the inventive system and method also offer additional
layers of strategic, social, and business-based gaming experiences to
interested users that are synergistic with, but that may be enjoyed
separately from, the offered games themselves, thus complementing and
greatly improving user enjoyment of various offered games and enhancing
the user experience. This novel approach also offers multiple types of
player hierarchies and corresponding advancement paths, such as: [0239]
(1) social/business centric paths for players interested in increasing
their social status in the overall game environment, and/or in maximizing
their ability to generate and acquire virtual game currency (e.g., by
acquiring, developing, promoting, and growing multiple successful
gameplay sites offering various games to other players), and/or [0240]
(2) gameplay achievement paths for players interested in achieving
rewards (e.g., in-game renown, acquisition of virtual game currency)
through successes in competitive gameplay and advancement in game
rankings (optionally with the players earning "titles" such as a "King"
or "Queen" of a predefined game region that can bring them in-game
virtual currency earnings and that optionally they need to defend on a
continuous basis).

[0241] Advantageously, the additional exemplary embodiments of the
inventive system and method, may be readily implemented with virtually
any type of online game that is based on small groups of players engaging
in competitive game sessions, whether conventional or casual
gaming--style online poker games, or preferably with puzzle-based
wagering games ("PBW Games"), such as described above, for example, based
on utilization of Sudoku, Wordsearch, and/or Crossword puzzle components.

[0242] Prior to describing various additional exemplary embodiments of the
present invention, comprising novel PBW Game Environments in greater
detail, it should be noted that particular game environments and related
features (such as world or regional maps, and corresponding cities, etc.
as shown by way of illustrative examples in FIGS. 8A-8F hereto) are
referred to by way of example only, and can be readily substituted with
any equivalents thereof, such as galactic regions, solar systems, and
planets.

[0243] In at least one illustrative additional exemplary embodiment of the
present invention configured for use in conjunction with PBW Games,
rather than displaying, to prospective players, a filterable list of "PBW
Games tables" to play at, the inventive gameplay environment, will
present the prospective players with an interactive world map. On this
map, cities will be represented in two ways:

[0244] 1) Via a Label (i.e., the name of the city), and

[0245] 2) Via a Marker (i.e., a symbol or other graphic), indicating
cities where game-play is available.

[0246] Markers may be displayed in one or more of a set of different
possible states, for example represented by different colors: [0247]
Color-1--all tables in the city are full, [0248] Color-2--no tables in
the city are active (but available, i.e., all tables are empty), [0249]
Color-3--some tables in the city are active but there is room to take a
seat and play.

[0250] Cities represented on the map are be segregated into "regions". For
example, Houston and Dallas are part of Texas. Delhi and Agra (India) are
part of Utter Pradesh. Cities represented on the map may either be
"enabled" (i.e., comprising a Marker) or "not enabled" (i.e., lacking a
Marker). When selected, each enabled city will present the player with a
list of game tables available in that particular city. This list may be
presented in tabular form, and would be far shorter than one list for all
game tables. The list could also present a representative selection of
various versions of the PBW Game(s), in addition to a practice table
where users can play against the clock.

[0251] Advantageously, in various additional exemplary embodiments
thereof, the inventive system and method may comprise at least a portion
of the following novel features: [0252] "Raking":--One or more turns
(e.g., "hands") in every game played (tournaments excepted) in the
inventive gameplay environment framework will be "raked". This means that
a percentage of each pot is taken back by the "house". [0253] Multiple
Types of Player Hierarchies & Corresponding Advancement Paths:
Social/Business--centric as well as Gameplay--centric with each type
being suited for a particular style/preferences of play, for example,
such as relying on the degree of players' interest in
exploring/participating in various infrastructure (e.g., social,
business, organizational, etc.) aspects of the PBW Game Environment, in
addition to, or even instead of, playing the games themselves.

[0254] Social/Business--Based Player Hierarchy/Advancement: [0255] The
goal in all "play-for-fun" social networking games is to attrite a
player's virtual goods. This means that while it costs a player nothing
to begin playing the game (a player is given a certain amount of virtual
currency to start), over time the player will need additional virtual
currency or goods to continue to play and enhance their gameplay
experience. The player needs to either, win this currency, purchase it
directly, or gain it by participating in some sort of offer. [0256]
Integrating the process of gameplay table selection into the
infrastructure of the game(s), rather than treating it merely as a
"necessary evil" step that must be completed as a pre-requisite to
gameplay, adds a fourth means of gaining additional virtual currency. As
noted above, cities will either be active or inactive (i.e., each city
will either comprise, or lack, a Marker). Optionally, in accordance with
at least a portion of the additional exemplary embodiments of the present
invention, players may be permitted to lease and/or to purchase dormant
cities with their virtual currency, thereby making them active. A player
that chooses to participate in this aspect of the novel PBW Game
Environment will be designated as FOUNDER of the city that they enable.
As a FOUNDER of a city, a player will receive a portion of the rake
generated by that city. Being designated as a FOUNDER will of course also
require that the player spend virtual currency (i.e., that they make an
investment) for the privilege of such ownership. FOUNDERs may be listed
in the town/cities "lobby"/gameplay entry areas, and/or announced by the
PBW Game Environment's avatar host or hostess. A FOUNDER will be
incentivized to bring their friends to play in their city, through their
right to receive a percentage of the rake their friends' gameplay in
their city will generate. [0257] Ownership of player-founded cities would
preferably also revert back to the business entity that operates/owns the
PBW Game Environment ("Owner Entity"), should pre-determined minimum
gameplay activity benchmarks are not met by certain cities. In other
words, if a player founded a city and no one plays in it for a predefined
period of time, and/or if no reasonable player activity is observed in
that city, the ownership of the city reverts back to the Owner Entity.

[0258] As each city may start with a pre-set number of representative
gameplay "tables" defined therein--a successful FOUNDER would inevitably
want to add additional tables/games to their city to handle the player
traffic attracted/pushed to that city (thereby increasing their take of
the corresponding generated rake). The option of being able to define/add
new gameplay tables/game types, may be permitted to the FOUNDER by the
Owner Entity for additional predetermined charges. FOUNDERs may also be
permitted to spend virtual currency on in-game, game-wide advertising to
attract additional players to their city. FOUNDERs may also be provided
with the ability to "sell' their city to other players.

[0259] "Gameplay"--Based Player Hierarchy/Advancement: [0260] In
addition to the notion of FOUNDERs, in at least one exemplary embodiment
thereof, the inventive system and method may be operable to rank players
by region (e.g., by a US state, by an Indian province, etc.) on a monthly
(or other periodic) basis. At the end of each calendar month (or period)
the PBW Game Environment may "crown" a King (or Queen) of each region,
determined by a suitable formula (e.g., for example, weighted toward the
number of "games won", rather than a total amount of virtual currency won
(optionally, there may be some weight attributed to virtual currency,
and/or players may be allowed to purchase "games won points" with virtual
currency--to increase their number of "games won"). [0261] Similarly to a
FOUNDER, the King or Queen of a region may also share in rake generated
by that region, the difference being that the inventive system and method
may be operable to change Kings and Queens on a periodic (e.g., a
monthly) basis (e.g., King-ship may be a more tenuous position than that
of a FOUNDER), while FOUNDERs need only maintain an appropriate minimum
level of gameplay/player activity in their particular city. Kings and
Queens may draw a percentage of rake from (potentially) many cities,
while FOUNDERs would draw a percentage of rake only from the individual
cities that they have founded.

[0262] Referring now to FIGS. 8A-8F, various aspects and views 400-650,
respectively, of exemplary graphical user interface implementations that
may be advantageously provided for various exemplary embodiments of a
novel PBW Game Environment that may be used in conjunction with the
inventive system 10 of FIG. 1, the inventive game methods of FIGS. 2,
3A-3C, 4A-4D, and 7A-7D, and with other exemplary embodiments of the
present invention, in which the inventive user-accessible PBW Game
Environment may be represented in a geographic map format, having various
selectable gameplay site regions, as well as additional user-interface
game components and controls, with exemplary gameplay sites in each
region being indicated by user-selectable markers, enabling users to
browse available gameplay sites, and, when a desired gameplay site is
selected, to participate in one or more games offered therein.

[0263] In at least one alternate embodiment of the present invention, the
PBW Game Environment may be advantageously deployed to implement one or
more competitive language skill development and learning tools in various
educational system contexts. For example lower school grades can use
various appropriately configured word-related PBW games to develop
spelling and "sight words" skills, while middle and upper school grades
can utilize one or more appropriately configured PBW Game Environments as
local (e.g., English) and/or foreign (e.g., Spanish) language facilitator
for in-class learning, as homework, or as part of extra credit
schoolwork. Depending on the type of PBW Games configured in the
educational PBW Game Environments, additional skills and subjects other
than language could be covered such as mathematics and logic skills.

[0264] Advantageously, the educational PBW Game Environments are readily
scalable and may be utilized to provide competitive educational gameplay
on every desired level, with all of the above PBW Gameplay being readily
implemented online in a geographically independent manner: [0265] (1)
From determining the best student in a particular language at a variety
of competitive tiers through: [0266] (a) student to student play within
a particular class [0267] (b) student to student play within a school
[0268] (c) student to student play within a school district, (and further
scalable to play within a city, state, country, continent and worldwide)
[0269] (2) To determining the best class and/or school in a particular
language at a variety of competitive tiers through staged tournament play
(for example in a manner similar to that used in spelling competitions,
debate completions and the like.

[0270] To add an additional level of engagement, the educational PBW Game
Environments may also include an adapted gameplay path infrastructure
(e.g. such as having equivalents of FOUNDERS, Kings and Queens, etc. in
an educational context (such as Champion of the School, of the City,
etc.).

[0271] Deployment of various inventive embodiments of the PBW Game
Environments in the educational context as described above, would add a
new dimension to school work, make language-related learning much more
interesting and engaging, improve student language testing scores, and
would add a new way to test which schools are doing a good job of
preparing their students.

[0272] Thus, while there have been shown and described and pointed out
fundamental novel features of the invention as applied to preferred
embodiments thereof, it will be understood that various omissions and
substitutions and changes in the form and details of the devices and
methods illustrated, and in their operation, may be made by those skilled
in the art without departing from the spirit of the present invention.
For example, it is expressly intended that all combinations of those
elements and/or method steps which perform substantially the same
function in substantially the same way to achieve the same results are
within the scope of the invention. It is the intention, therefore, to be
limited only as indicated by the scope of the claims appended hereto.